static int game_fetch_preset(int i, char **name, game_params **params)
{
static struct {
- char *title;
+ const char *title;
game_params params;
- } presets[] = {
+ } const presets[] = {
{ "3x3 rows only", { 3, 3, 2, TRUE, FALSE } },
{ "3x3 normal", { 3, 3, 2, FALSE, FALSE } },
{ "3x3 orientable", { 3, 3, 2, FALSE, TRUE } },
ret[0].name = "Width";
ret[0].type = C_STRING;
sprintf(buf, "%d", params->w);
- ret[0].sval = dupstr(buf);
- ret[0].ival = 0;
+ ret[0].u.string.sval = dupstr(buf);
ret[1].name = "Height";
ret[1].type = C_STRING;
sprintf(buf, "%d", params->h);
- ret[1].sval = dupstr(buf);
- ret[1].ival = 0;
+ ret[1].u.string.sval = dupstr(buf);
ret[2].name = "Rotating block size";
ret[2].type = C_STRING;
sprintf(buf, "%d", params->n);
- ret[2].sval = dupstr(buf);
- ret[2].ival = 0;
+ ret[2].u.string.sval = dupstr(buf);
ret[3].name = "One number per row";
ret[3].type = C_BOOLEAN;
- ret[3].sval = NULL;
- ret[3].ival = params->rowsonly;
+ ret[3].u.boolean.bval = params->rowsonly;
ret[4].name = "Orientation matters";
ret[4].type = C_BOOLEAN;
- ret[4].sval = NULL;
- ret[4].ival = params->orientable;
+ ret[4].u.boolean.bval = params->orientable;
ret[5].name = "Number of shuffling moves";
ret[5].type = C_STRING;
sprintf(buf, "%d", params->movetarget);
- ret[5].sval = dupstr(buf);
- ret[5].ival = 0;
+ ret[5].u.string.sval = dupstr(buf);
ret[6].name = NULL;
ret[6].type = C_END;
- ret[6].sval = NULL;
- ret[6].ival = 0;
return ret;
}
{
game_params *ret = snew(game_params);
- ret->w = atoi(cfg[0].sval);
- ret->h = atoi(cfg[1].sval);
- ret->n = atoi(cfg[2].sval);
- ret->rowsonly = cfg[3].ival;
- ret->orientable = cfg[4].ival;
- ret->movetarget = atoi(cfg[5].sval);
+ ret->w = atoi(cfg[0].u.string.sval);
+ ret->h = atoi(cfg[1].u.string.sval);
+ ret->n = atoi(cfg[2].u.string.sval);
+ ret->rowsonly = cfg[3].u.boolean.bval;
+ ret->orientable = cfg[4].u.boolean.bval;
+ ret->movetarget = atoi(cfg[5].u.string.sval);
return ret;
}
-static char *validate_params(const game_params *params, int full)
+static const char *validate_params(const game_params *params, int full)
{
if (params->n < 2)
return "Rotating block size must be at least two";
return ret;
}
-static char *validate_desc(const game_params *params, const char *desc)
+static const char *validate_desc(const game_params *params, const char *desc)
{
const char *p;
int w = params->w, h = params->h, wh = w*h;
}
static char *solve_game(const game_state *state, const game_state *currstate,
- const char *aux, char **error)
+ const char *aux, const char **error)
{
return dupstr("S");
}
if (button == CURSOR_DOWN && (ui->cur_y+n) < (h))
ui->cur_y++;
ui->cur_visible = 1;
- return "";
+ return UI_UPDATE;
}
if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
dir = (button == CURSOR_SELECT2) ? -1 : +1;
} else {
ui->cur_visible = 1;
- return "";
+ return UI_UPDATE;
}
} else if (button == 'a' || button == 'A' || button==MOD_NUM_KEYPAD+'7') {
x = y = 0;